galgat Posted December 29, 2016 Posted December 29, 2016 There is no unp (or UUNP for that matter ) support for deadlymutilation Do I have to install it ? I know the doc on it says this "No full support for UNP and Better males yet, but it works together. Deadly mutilation does not replace body meshes.", but that is rather vague, and I don't like CTD's if I can avoid them.
nooblet123 Posted December 29, 2016 Author Posted December 29, 2016 There is no unp (or UUNP for that matter ) support for deadlymutilation Do I have to install it ? I know the doc on it says this "No full support for UNP and Better males yet, but it works together. Deadly mutilation does not replace body meshes.", but that is rather vague, and I don't like CTD's if I can avoid them. blahblahblah Deadly Mutilation by Lamer1000 and others http://www.nexusmods.com/skyrim/mods/34917 <<<< you don't need to enable deadlymutilation.esp, just copy the mod into \data
VirginMarie Posted December 29, 2016 Posted December 29, 2016 Gave 0.50 a test with my mod and there's a problem... The stocks are missing thus cannot get into the machine. Scene therefore becomes completely stuck. My test was two tries as follows: Upgrade scenario - uninstall 0.47 / install 0.50 - used a save (change to 0.50 being the only change) New Game scenario - started without any save involved Result is the same in both cases.
nooblet123 Posted December 30, 2016 Author Posted December 30, 2016 Gave 0.50 a test with my mod and there's a problem... The stocks are missing thus cannot get into the machine. Scene therefore becomes completely stuck. My test was two tries as follows: Upgrade scenario - uninstall 0.47 / install 0.50 - used a save (change to 0.50 being the only change) New Game scenario - started without any save involved Result is the same in both cases. I started a new game with SLAV 3.3.1 and bdod 0.50, typed setstage virgintraining 260 and the device appeared with stocks inside your cell. Char went into the stocks with a red/white hat and received a branding.
VirginMarie Posted December 30, 2016 Posted December 30, 2016 Gave 0.50 a test with my mod and there's a problem... The stocks are missing thus cannot get into the machine. Scene therefore becomes completely stuck. My test was two tries as follows: Upgrade scenario - uninstall 0.47 / install 0.50 - used a save (change to 0.50 being the only change) New Game scenario - started without any save involved Result is the same in both cases. I started a new game with SLAV 3.3.1 and bdod 0.50, typed setstage virgintraining 260 and the device appeared with stocks inside your cell. Char went into the stocks with a red/white hat and received a branding. A user has just reported the same problem I had so it's not just me seeing it. I don't think it was a new game though. I did try both but not the direct setstage route you took. Will have to try some more things to understand.
nooblet123 Posted December 30, 2016 Author Posted December 30, 2016 Upgrade scenario - uninstall 0.47 / install 0.50 - used a save (change to 0.50 being the only change) also after uninstalling 0.47 it's necessary to load the savegame, save it, load the save (that was just saved) with SaveTool, delete all #scripts, save it, then install 0.50
galgat Posted December 30, 2016 Posted December 30, 2016 There is no unp (or UUNP for that matter ) support for deadlymutilation Do I have to install it ? I know the doc on it says this "No full support for UNP and Better males yet, but it works together. Deadly mutilation does not replace body meshes.", but that is rather vague, and I don't like CTD's if I can avoid them. blahblahblah Deadly Mutilation by Lamer1000 and others http://www.nexusmods.com/skyrim/mods/34917 <<<< you don't need to enable deadlymutilation.esp, just copy the mod into \data I read, and understood to some extent what you had on the cover page, but It still did not answer my questions, which I guess I was vague about. What I wanted to know was will it actually do anything, and work with a UUNP body. I am very use to removing .ESP from mods, and installing them for the resources from that mod ( Nif, texture, what ever ), that was easy. I was just wondering if it will actually do or have any effect on anything with UUNP.
nooblet123 Posted December 31, 2016 Author Posted December 31, 2016 There is no unp (or UUNP for that matter ) support for deadlymutilation Do I have to install it ? I know the doc on it says this "No full support for UNP and Better males yet, but it works together. Deadly mutilation does not replace body meshes.", but that is rather vague, and I don't like CTD's if I can avoid them. blahblahblah Deadly Mutilation by Lamer1000 and others http://www.nexusmods.com/skyrim/mods/34917 <<<< you don't need to enable deadlymutilation.esp, just copy the mod into \data I read, and understood to some extent what you had on the cover page, but It still did not answer my questions, which I guess I was vague about. What I wanted to know was will it actually do anything, and work with a UUNP body. I am very use to removing .ESP from mods, and installing them for the resources from that mod ( Nif, texture, what ever ), that was easy. I was just wondering if it will actually do or have any effect on anything with UUNP. I never enabled the esp myself because last time I looked at it, it was for CBBE only.
galgat Posted December 31, 2016 Posted December 31, 2016 Yes that was what I read, okay, I think I understand now, you are using some I guess of the decal's, and textures from some of the gore scene's, for you branding device special effects. And from what you are saying, they have nothing to do with the body. Thx U
bicobus Posted December 31, 2016 Posted December 31, 2016 I simply took the sound files from deadly mutilation and created a separate package (device of doom FX). Is there more external files that this mod uses? Could we get some kind of list?
nooblet123 Posted January 1, 2017 Author Posted January 1, 2017 Yes that was what I read, okay, I think I understand now, you are using some I guess of the decal's, and textures from some of the gore scene's, for you branding device special effects. And from what you are saying, they have nothing to do with the body. Thx U I simply took the sound files from deadly mutilation and created a separate package (device of doom FX). Is there more external files that this mod uses? Could we get some kind of list? I'm only using the sound scream effects from it. sound/screams/F and M
DonQuiWho Posted January 9, 2017 Posted January 9, 2017 Using 0.47 on MO Has worked fine when activated by SLAV 3.x Have tried to activate the device in Markarth using spells. There is no 'visible' spell in the PC's hand. Casting changes the 'Destruction' rating (it must have been on the cusp of levelling up) but there is no visible effect and none on the target PC (used zbfslave(s) as test subjects). The Story Manager entries are shown below I also tried to use this in the xxbrandingdungeon test location with similar results There was a visible difference between the devices in Markarth and the test dungeon in that in the test dungeon the branding tool and torch were not visible I tried an uninstall, save, clean the save (using ReSaver - too many strings for Savetool to handle). Some 'xxbranding' strings showed as not traceable to any plugin, but they could not be deleted. Reinstalled (using 0.5), and the devices in situ both changed insofar as the test environment one was now 'complete' and both it and the Markarth one had additional 'names' on the parts of the main 'boiler' (or whatever). After reading all the spelltomes, the spells still failed to function, ie no ball of light, no effect cast on the subjects etc Installed SKYUILib on the end of my left hand panel to make sure that it would overwrite all other versions that there were in installed mods, ie defeat etc. Still no success Also reinstalled the latest 0.47 on the site over my original install to see if that made any difference, but no dice Anyone any ideas as to what might be wrong/how to fix? TIA for any polite suggestions Story Manager extract: 01/08/2017 - 11:52:40PM] Started processing event 00147550: Cast Magic Event - CastingActor: ,SpellTarget: NULL,Location: ,SpellForm:[01/08/2017 - 11:52:40PM] -Node 'Cast Magic Event' passed[01/08/2017 - 11:52:40PM] --Node '' passed[01/08/2017 - 11:52:40PM] --Node '' failed conditions[01/08/2017 - 11:52:40PM] --Node '' failed conditions[01/08/2017 - 11:52:40PM] Finished process event.[01/08/2017 - 11:52:41PM] Started processing event 00147553: Skill Increase - Skill: 20[01/08/2017 - 11:52:41PM] -Node 'Skill Increase' passed[01/08/2017 - 11:52:41PM] --Node '' passed[01/08/2017 - 11:52:41PM] --Node '' passed[01/08/2017 - 11:52:41PM] ---Quest 'WISkillIncrease02' passed (shared event)[01/08/2017 - 11:52:41PM] Finished process event.[01/08/2017 - 11:52:45PM] Started processing event 00147558: Cast Magic Event - CastingActor: ,SpellTarget: NULL,Location: ,SpellForm:[01/08/2017 - 11:52:45PM] -Node 'Cast Magic Event' passed[01/08/2017 - 11:52:45PM] --Node '' passed[01/08/2017 - 11:52:45PM] --Node '' passed[01/08/2017 - 11:52:45PM] ---Node '' passed[01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic02' failed conditions[01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic04' failed conditions[01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic03' failed conditions[01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic01' failed to fill aliases[01/08/2017 - 11:52:45PM] --Node '' failed conditions[01/08/2017 - 11:52:45PM] Finished process event.
nooblet123 Posted January 10, 2017 Author Posted January 10, 2017 Using 0.47 on MO Has worked fine when activated by SLAV 3.x Have tried to activate the device in Markarth using spells. There is no 'visible' spell in the PC's hand. Casting changes the 'Destruction' rating (it must have been on the cusp of levelling up) but there is no visible effect and none on the target PC (used zbfslave(s) as test subjects). The Story Manager entries are shown below I also tried to use this in the xxbrandingdungeon test location with similar results There was a visible difference between the devices in Markarth and the test dungeon in that in the test dungeon the branding tool and torch were not visible I tried an uninstall, save, clean the save (using ReSaver - too many strings for Savetool to handle). Some 'xxbranding' strings showed as not traceable to any plugin, but they could not be deleted. Reinstalled (using 0.5), and the devices in situ both changed insofar as the test environment one was now 'complete' and both it and the Markarth one had additional 'names' on the parts of the main 'boiler' (or whatever). After reading all the spelltomes, the spells still failed to function, ie no ball of light, no effect cast on the subjects etc Installed SKYUILib on the end of my left hand panel to make sure that it would overwrite all other versions that there were in installed mods, ie defeat etc. Still no success Also reinstalled the latest 0.47 on the site over my original install to see if that made any difference, but no dice Anyone any ideas as to what might be wrong/how to fix? TIA for any polite suggestions Story Manager extract: 01/08/2017 - 11:52:40PM] Started processing event 00147550: Cast Magic Event - CastingActor: ,SpellTarget: NULL,Location: ,SpellForm: [01/08/2017 - 11:52:40PM] -Node 'Cast Magic Event' passed [01/08/2017 - 11:52:40PM] --Node '' passed [01/08/2017 - 11:52:40PM] --Node '' failed conditions [01/08/2017 - 11:52:40PM] --Node '' failed conditions [01/08/2017 - 11:52:40PM] Finished process event. [01/08/2017 - 11:52:41PM] Started processing event 00147553: Skill Increase - Skill: 20 [01/08/2017 - 11:52:41PM] -Node 'Skill Increase' passed [01/08/2017 - 11:52:41PM] --Node '' passed [01/08/2017 - 11:52:41PM] --Node '' passed [01/08/2017 - 11:52:41PM] ---Quest 'WISkillIncrease02' passed (shared event) [01/08/2017 - 11:52:41PM] Finished process event. [01/08/2017 - 11:52:45PM] Started processing event 00147558: Cast Magic Event - CastingActor: ,SpellTarget: NULL,Location: ,SpellForm: [01/08/2017 - 11:52:45PM] -Node 'Cast Magic Event' passed [01/08/2017 - 11:52:45PM] --Node '' passed [01/08/2017 - 11:52:45PM] --Node '' passed [01/08/2017 - 11:52:45PM] ---Node '' passed [01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic02' failed conditions [01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic04' failed conditions [01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic03' failed conditions [01/08/2017 - 11:52:45PM] ----Quest 'WICastMagic01' failed to fill aliases [01/08/2017 - 11:52:45PM] --Node '' failed conditions [01/08/2017 - 11:52:45PM] Finished process event. the spells became bugged in some version (npcs refuse to use a "sit package" on the furniture), so equip some zaz item on an NPC and talk to it and there should be a dialogue to get in/out of stocks.
DonQuiWho Posted January 10, 2017 Posted January 10, 2017 the spells became bugged in some version (npcs refuse to use a "sit package" on the furniture), so equip some zaz item on an NPC and talk to it and there should be a dialogue to get in/out of stocks. Thanks But if that's the dialogue about pigs doing as they are told, I couldn't get them to fly either, not even the pink ones I'll have another go when the opportunity arises and let you know if I get any success
heehatatt Posted January 13, 2017 Posted January 13, 2017 hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.)
WaxenFigure Posted January 13, 2017 Posted January 13, 2017 hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.) I dodn't see anything in your list of things you did that says you ran the FNIS User Generator program.
heehatatt Posted January 13, 2017 Posted January 13, 2017 hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.) I dodn't see anything in your list of things you did that says you ran the FNIS User Generator program. i ran fnis
WaxenFigure Posted January 13, 2017 Posted January 13, 2017 hi i'm having an issue, when i start the branding device it doesn't move, i hear the screams and then slavetats applies the brand. i have all of the requirements, did a clean save when upgrading from the previous version(in the previous versions it worked fine.) I dodn't see anything in your list of things you did that says you ran the FNIS User Generator program. i ran fnis Was it a CLEAN run? I can't stress enough that you cannot ignore warnings in FNIS and NEVER EVER, EVER check a checkbox for a patch that you do not have.
VirginMarie Posted January 13, 2017 Posted January 13, 2017 It can't be FNIS related. This mod does not require/use FNIS
heehatatt Posted January 14, 2017 Posted January 14, 2017 no errors in fnis, but as marie pointed out this mod doesn't use fnis apparently. it might because of script conflict with the violens kill move mod, which i'm running, stated on the previous page.
Beleg42 Posted January 16, 2017 Posted January 16, 2017 Hi, I just installed the mod and had some issues: 1 when using the divice in Whiterun, the machine does not move, (screams and tat apeear), i also get no dialog to send slaves to the stocks there. (i sent them to the stocks by giving a command to the follower) 2 in markath i get the dialog, but it does no work. i cant send them in there with the spell either... 3 when i teleport the device to me somewhere, i do get the dialog, but it also does not work. when sending them in via fllower command, i can use this machine, and this one does move its branding thing,... think this is somehow strange, anyone an idea?
Piiska Posted March 21, 2017 Posted March 21, 2017 Hey did this mod have an MCM menu, because for some reason it's not showing up. I used this mod sometime ago and I remember it had an MCM menu but I'm not certain. I've tried the setstage SKI_ConfigManagerInstance 1 command as well but it ain't working.
Arakasu Posted March 21, 2017 Posted March 21, 2017 Hey did this mod have an MCM menu, because for some reason it's not showing up. I used this mod sometime ago and I remember it had an MCM menu but I'm not certain. I've tried the setstage SKI_ConfigManagerInstance 1 command as well but it ain't working. I know the brands show up as a pack in the SlaveTats MCM menu, but that's pretty much it on my end.
Piiska Posted March 21, 2017 Posted March 21, 2017 Hey did this mod have an MCM menu, because for some reason it's not showing up. I used this mod sometime ago and I remember it had an MCM menu but I'm not certain. I've tried the setstage SKI_ConfigManagerInstance 1 command as well but it ain't working. I know the brands show up as a pack in the SlaveTats MCM menu, but that's pretty much it on my end. Thanks for the quick reply. Hopefully I just remember wrong and there is no problem with it
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